CaptureTheFlag
Seeds the capture-the-flag session option, which no longer reaches the game.
The engine accepts and loads it, but no gameplay code uses the stored value.
- Applies to
- global rules
- File
rules.ini- Section
[MultiplayerDefaults]- Value
- boolean
- When omitted
no- Used by the game
- No — loaded but not used
CaptureTheFlag sets the starting value of the multiplayer capture-the-flag option, like the other [MultiplayerDefaults] options. The option is shared with the other players during setup, and a guest takes the host’s value. The game never copies it into the scenario setting that turns the mode on, and no scenario file sets that either, so capture-the-flag stays off in every game.
Part of the mode remains in the engine. If it were on in a game with Bases on, each house’s BaseUnit would carry that house’s flag from the start. Carrying a flag halves a vehicle’s speed and stops it from cloaking fully, so it shimmers instead. The flag drops onto the ground when the vehicle deploys or is otherwise taken off the map, and a house that is defeated loses its flag.
Nothing moves a flag from one house to another, and no victory condition checks flags. The contest the name describes does not exist in the engine.